Some cleanup of rendering/poking, remove forcefield gun
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@@ -122,8 +122,7 @@ inventoryX c = case c of
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, makeTypeCraftNum 2 PIPE
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]
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'B' ->
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[ forceFieldGun
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, wristArmour
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[ wristArmour
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, wristArmour
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, autoRifle
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, tinMag
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@@ -164,7 +164,6 @@ data HeldItemType
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| POISONSPRAYER
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| DRONELAUNCHER
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| SHATTERGUN
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| FORCEFIELDGUN
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| HELDDETECTOR Detector
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| TORCH
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| FLATSHIELD
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@@ -191,7 +191,6 @@ useLoadedAmmo itmtree cr (cme, w) (mzid, Just (mz, x, magtree)) = (,) (cme & cme
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MuzzleLauncher -> createProjectile magtree mz itmtree cr w
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MuzzleNozzle{} -> useGasParams mid mz itm cr $ walkNozzle mzid mz itm cr w
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MuzzleShatter -> shootShatter itm cr w
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MuzzleForceField -> useForceFieldGun itm cr w
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MuzzleDetector -> itemDetectorEffect itm cr w
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where
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mid = magtree ^? ldtValue . itLocation . ilInvID
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@@ -444,25 +443,6 @@ shootTeslaArc itm cr mz w =
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pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
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dir = _crDir cr + _mzRot mz
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-- I believe because the targeting returns to nothing straight after you release
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-- the rmb, it is possible for this to do nothing
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-- TODO investigate more and fix
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useForceFieldGun :: Item -> Creature -> World -> World
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useForceFieldGun _ _ = id
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--useForceFieldGun itm cr w = fromMaybe w $ do
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-- a <- cr ^? crTargeting . ctPos . _Just
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-- let mwp = mouseWorldPos (w ^. input) (w ^. wCam)
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-- b = if dist a mwp < 100 then mwp else a +.+ 100 *.* normalizeV (mwp -.- a)
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-- wlline = (a, b)
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-- return $
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-- w
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-- & cWorld . lWorld . walls %~ IM.insertWith (\_ x -> x) i forceField{_wlID = i}
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-- & cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix (_ilInvID (_itLocation itm)) . itParams . paramMID ?~ i
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-- & moveWallIDUnsafe i wlline
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-- where
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-- i = fromMaybe (IM.newKey (_walls (_lWorld (_cWorld w)))) $ itm ^? itParams . paramMID . _Just
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determineProjectileTracking ::
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LabelDoubleTree ComposeLinkType Item ->
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LabelDoubleTree ComposeLinkType Item ->
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@@ -64,6 +64,5 @@ itemFromHeldType ht = case ht of
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-- REMOTELAUNCHER -> remoteLauncher
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POISONSPRAYER -> poisonSprayer
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DRONELAUNCHER -> undefined
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FORCEFIELDGUN -> forceFieldGun
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HELDDETECTOR d -> clickDetector d
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FLATSHIELD -> flatShield
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@@ -31,22 +31,6 @@ torch =
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-- & itUse . heldAim . aimHandlePos .~ 5
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& itUse . heldAim . aimMuzzles . ix 0 . mzPos . _x .~ 10
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forceFieldGun :: Item
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forceFieldGun =
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defaultHeldItem
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-- & itUse . useTargeting ?~ TargetRBLine
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-- & itType . iyModules . at ModTarget ?~ TARGET TargetRBLine
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& itParams .~ ParamMID Nothing
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-- & itUse . heldUse .~ HeldForceField --useForceFieldGun
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& itUse . heldDelay .~ NoDelay
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-- & itUse . heldMods .~ AmmoHammerTimeUseOneMod -- this is slightly different
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-- & itUse . heldMods .~ ForceFieldMod -- this is slightly different
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-- than the list below
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--[ hammerCheckI , ammoCheckI , useAmmoAmount 1]
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& itType .~ HELD FORCEFIELDGUN
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& itUse . heldAmmoTypes .~ singleAmmo ElectricalAmmo
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& itUse . heldAim . aimMuzzles . ix 0 . mzEffect .~ MuzzleForceField
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{- |
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Sends out pulses that display walls.
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-}
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@@ -90,13 +90,6 @@ itemRooms =
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[ rc [sniperRifle]
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]
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)
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,
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( HELD FORCEFIELDGUN
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, join $
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takeOne
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[ rc [forceFieldGun]
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]
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)
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,
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( HELD $ KEYCARD 0
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, join $
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+9
-9
@@ -59,8 +59,8 @@ doDrawing' win pdata u = do
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shadV = _pictureShaders pdata
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nFls = w ^. cWorld . numberFloorVerxs
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-- bind as much data into vbos as feasible at this point
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-- count mutable vectors setup (what is the 6 here?)
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layerCounts <- UMV.replicate (numLayers * 6) 0
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-- count mutable vectors setup
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pokeCounts <- UMV.replicate (numLayers * numShads) 0
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-- attempt to poke in parallel
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let wswp = wallSPics <> worldSPic cfig u
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ws = wswp ^. _1
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@@ -70,7 +70,7 @@ doDrawing' win pdata u = do
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(\_ a b -> return (a, b))
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( pokeLayVerxs
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shadV
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layerCounts
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pokeCounts
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wp
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)
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( pokeWallsWindows
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@@ -94,7 +94,7 @@ doDrawing' win pdata u = do
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(V.fromList $ w ^. cWorld . lWorld . clouds)
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--(sortOn (^. clPos . _3) $ w ^. cWorld . lWorld . clouds)
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-- bind wall points, silhouette data, surface geometry
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bufferShaderLayers shadV layerCounts
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bufferShaderLayers shadV pokeCounts
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mapM_
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(uncurry bufferPokedVBO)
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[ (pdata ^. vboWindows, nWins)
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@@ -219,9 +219,9 @@ doDrawing' win pdata u = do
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glDepthFunc GL_LESS
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glDepthMask GL_FALSE
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renderLayer BloomNoZWrite shadV layerCounts
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renderLayer BloomNoZWrite shadV pokeCounts
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glDepthMask GL_TRUE
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renderLayer BloomLayer shadV layerCounts
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renderLayer BloomLayer shadV pokeCounts
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--setup downscale viewport for blurring bloom
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--setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
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setViewport _graphics_downsize_resolution cfig
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@@ -253,7 +253,7 @@ doDrawing' win pdata u = do
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GL_COLOR
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0
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ptr
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-- renderLayer MidLayer shadV layerCounts
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-- renderLayer MidLayer shadV pokeCounts
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDrawElements
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@@ -372,11 +372,11 @@ doDrawing' win pdata u = do
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--glDepthMask GL_TRUE
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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renderLayer DebugLayer shadV layerCounts
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renderLayer DebugLayer shadV pokeCounts
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig))
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$ \ptr -> glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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renderLayer FixedCoordLayer shadV layerCounts
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renderLayer FixedCoordLayer shadV pokeCounts
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SDL.glSwapWindow win
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getDistortions :: Configuration -> World -> [Distortion]
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